warzone2100/src/cluster.h

105 lines
3.2 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/** @file
* Form droids and structures into clusters
*/
#ifndef __INCLUDED_SRC_CLUSTER_H__
#define __INCLUDED_SRC_CLUSTER_H__
#include "droiddef.h"
#include "structuredef.h"
// maximum number of clusters in a game
#define CLUSTER_MAX UBYTE_MAX
// distance between units for them to be in the same cluster
//#define CLUSTER_DIST (TILE_UNITS*4)
// cluster information flags
#define CLUSTER_PLAYER_MASK 0x07
#define CLUSTER_DROID 0x08
#define CLUSTER_STRUCTURE 0x10
// Indirect the cluster ID to an actual cluster number
extern UBYTE aClusterMap[CLUSTER_MAX];
// number of droids in a cluster
extern UWORD aClusterUsage[CLUSTER_MAX];
// whether a cluster can be seen by a player
extern UBYTE aClusterVisibility[CLUSTER_MAX];
// when a cluster was last attacked
extern UDWORD aClusterAttacked[CLUSTER_MAX];
// information about the cluster
extern UBYTE aClusterInfo[CLUSTER_MAX];
// initialise the cluster system
extern void clustInitialise(void);
// update routine for the cluster system
extern void clusterUpdate(void);
// tell the cluster system about a new droid
extern void clustNewDroid(DROID *psDroid);
// tell the cluster system about a new structure
extern void clustNewStruct(STRUCTURE *psStruct);
// update the cluster information for an object
extern void clustUpdateObject(BASE_OBJECT * psObj);
// update all objects from a list belonging to a specific cluster
extern void clustUpdateCluster(BASE_OBJECT *psList, SDWORD cluster);
// remove an object from the cluster system
extern void clustRemoveObject(BASE_OBJECT *psObj);
// display the current clusters
extern void clustDisplay(void);
// tell the cluster system that an objects visibility has changed
extern void clustObjectSeen(BASE_OBJECT *psObj, BASE_OBJECT *psViewer);
// tell the cluster system that an object has been attacked
extern void clustObjectAttacked(BASE_OBJECT *psObj);
// get the cluster ID for an object
extern SDWORD clustGetClusterID(BASE_OBJECT *psObj);
// get the actual cluster number from a cluster ID
extern SDWORD clustGetClusterFromID(SDWORD clusterID);
// find the center of a cluster
extern void clustGetCenter(BASE_OBJECT *psObj, SDWORD *px, SDWORD *py);
// initialise iterating a cluster
extern void clustInitIterate(SDWORD clusterID);
// iterate a cluster
extern BASE_OBJECT *clustIterate(void);
// reset the visibility for all clusters for a particular player
extern void clustResetVisibility(SDWORD player);
#endif // __INCLUDED_SRC_CLUSTER_H__